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Posts posted by nwtour
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@Angelica_B It's problematic to create a wiki page here. Created on github.
https://nwtour.github.io/compare-0ad/it.htmlData taken from game settings, translation from transifex.
I think you can add a link to your translation - for those who want to know the differences in factions -
On 19/03/2021 at 9:02 PM, Angen said:
let me know which pages do you want for translation and I ll copy them for you
Can I have a page too
https://trac.wildfiregames.com/wiki/Buildings_i18n
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19 minutes ago, Angelica_B said:
Should I simply omit it?
Yes, I suggest just skipping the table comparing buildings and units (do not waste time on translation).
If you translate nothing bad happens, the data will simply become outdated over timeWithin a few days I will try to suggest the correct way to automatically create it right away in Italian
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5 minutes ago, Angelica_B said:
Where can I find those texts?
https://trac.wildfiregames.com/wiki/Translation_IT/Strategy_Guide
;-)
I marked with a number "2" parts that quickly become obsolete
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3 minutes ago, Angelica_B said:
translating the Strategy Guide is pointless
There are two parts - one is a literary text, the second is a structured part with numbers from the game. It makes no sense to translate only the second. Free text will be relevant for a long time.
Translate long blocks of text, and I'll try to write a converter to the wiki format that will generate a table with numbers from the game -
1 hour ago, Angelica_B said:
I would like to translate this one: https://trac.wildfiregames.com/wiki/Strategy_Guide
Translate buildings/units cost its Sisyphean
All this data is translated within the game and the balance can change at any time.
I can make an analog http://s06eye.co.uk/0ad/techtree-v2/ just picking up on Italian localization and comparing between factions. Then only literary text remains to be translated.
Otherwise, your work may become obsolete by the end of the work. -
2 minutes ago, Angen said:
for that you need to be logged in and basicly you type url where you want the new page to be for example
Now permission WIKI_CREATE
not available for all (onlyWIKI_MODIFY)
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On 08/03/2021 at 2:47 PM, ostuffhuge said:
-autostart-disable-replay
All options starts "-autostart" - are for profiling by developers (without interface). They do not affect the usual game with GUI
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1 hour ago, ostuffhuge said:
cant there be a option like LOW RAM MODE?
I have a low-spec computer. I am slowly exploring options for minimizing memory.
First, create a minimalistic map for yourself in Atlas. This will immediately halve memory consumption.
In section "Special" minimalistic monotone textures
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8 hours ago, JPRuehmann said:
By the way is it correct that if I try to get mods and so from the Internet I only get error messages in the Mod Window before the game?
Do not pay attention. There, a buggy code was added for x86/unix - it defines a different number of logical cores on processors (on Intel processors without hypertrading), depending on random situations. Compiler switches, code blocks - everything can be enabled/disabled by this window.
8 hours ago, JPRuehmann said:Intel i5-7500T (4) @ 3.300GHz
Thanks
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If possible, write the exact model of the processor. This will help resolve this issue
cat /proc/cpuinfo -
50 minutes ago, JPRuehmann said:
After doin the same with the mods.zip I now get this.
TIMER| InitVfs: 5.33531 ms Writing the mainlog at /home/ruehmann/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 3.48867 ms Sound: AlcInit success, using OpenAL Soft TIMER| shutdown ConfigDB: 0.32 us TIMER| resource modules: 4.73496 ms TIMER TOTALS (9 clients) ----------------------------------------------------- tc_pool_alloc: 0 c (0x) tc_png_decode: 0 c (0x) tc_dds_transform: 0 c (0x) tc_transform: 0 c (0x) tc_plain_transform: 0 c (0x) tc_ShaderGLSLLink: 0 c (0x) tc_ShaderGLSLCompile: 0 c (0x) tc_ShaderValidation: 0 c (0x) xml_validation: 0 c (0x) ----------------------------------------------------- TIMER| shutdown misc: 7.39339 ms TIMER| InitVfs: 921.46 us Writing the mainlog at /home/ruehmann/.config/0ad/logs/mainlog.html TIMER| CONFIG_Init: 144.465 ms Sound: AlcInit success, using OpenAL Soft topology.cpp(105): Assertion failed: "logicalPerPackage % maxCoresPerPackage == 0" Assertion failed: "logicalPerPackage % maxCoresPerPackage == 0" Location: topology.cpp:105 (MaxLogicalPerCore) Call stack: (0xa45205) /usr/games/pyrogenesis(+0x606205) [0xa45205] (0x9e955d) /usr/games/pyrogenesis(+0x5aa55d) [0x9e955d] (0x9ebbdd) /usr/games/pyrogenesis(+0x5acbdd) [0x9ebbdd] (0xa3d4b9) /usr/games/pyrogenesis(+0x5fe4b9) [0xa3d4b9] (0xa75992) /usr/games/pyrogenesis(+0x636992) [0xa75992] (0xa3d5e0) /usr/games/pyrogenesis(+0x5fe5e0) [0xa3d5e0] (0x6b7911) /usr/games/pyrogenesis(+0x278911) [0x6b7911] (0x6a779f) /usr/games/pyrogenesis(+0x26879f) [0x6a779f] (0x47d037) /usr/games/pyrogenesis(+0x3e037) [0x47d037] (0x4667d6) /usr/games/pyrogenesis(+0x277d6) [0x4667d6] (0xb6547f21) /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xf1) [0xb6547f21] (0x4759ac) /usr/games/pyrogenesis(+0x369ac) [0x4759ac] errno = 0 (No error reported here) OS error = ?
If I then Click Continue it runs normaly.
Thanks,known bug on x32. it also works for me. my bugnotes
https://trac.wildfiregames.com/ticket/6028
https://code.wildfiregames.com/D3575
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In short, in the game, the maximum (off_t) file size is allocated on your system = 2147483647 bytes. But public.zip file 2644800852 byte
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17 minutes ago, JPRuehmann said:
Hope that helps.
Worrks only the First time.
31012 openat(AT_FDCWD, "/usr/share/games/0ad/mods/public", O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_CLOEXEC|O_DIRECTORY) = 7
31012 fstat64(7, {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0
31012 getdents(7, /* 3 entries */, 32768) = 56
31012 stat64("/usr/share/games/0ad/mods/public/public.zip", {st_mode=S_IFREG|0644, st_size=2644800852, ...}) = 0
31012 write(1, "file_system.cpp(122): Function call failed: return value was -1 (Function failed (no details available))\n", 105) = 105The game doesn't like the file /usr/share/games/0ad/mods/public/public.zip
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4 hours ago, JPRuehmann said:
file_system.cpp(122): Function call failed: return value was -1
There the stat() starts. Here are the options when -1 is returned https://pubs.opengroup.org/onlinepubs/009695399/functions/stat.html
Try to start the game from strace: strace -o debug.txt -f -s 1000 /usr/games/pyrogenesis
and attach the output: grep -E '(open|stat)' debug.txt -
mod that provides backward compatibility for map objects.
How it works: In the history of the repository, we find all the renamed files (xml,png,dae,dds) and copy them to a mod directory with the current contents but the old name. Old maps should display objects instead of errors in the js-console.
https://github.com/nwtour/0ad_path_backward_capability
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16 hours ago, Palaxin said:
Yes exactly, I meant pixel perfect UI.
DPI decreases towards the invisibility of one pixel, and the stratification of devices is only growing (mobile devices, monitors with non-standard geometry, huge 8k TVs)
Pixel perfect UI - this movement is in the opposite direction -
29 minutes ago, vladislavbelov said:
If you're not looking at a battle
Excellent Plan for Victory
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Since it works on video, it's very cool. Perhaps you should only exclude unique units from the list - their death is important for gameplay
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10 hours ago, Stan` said:
while others feel like we shouldn't have intermediate values of the option because it makes the game inconsistent
I see the creation of a mod here (for example "wildfiregames") - a director's vision. Options that override all custom options.
As soon as the user disables this mod (activated by default for new users), all customizations in the game are opened for him.
The mod will only contain hardcoded configuration values - the game will be fully functional without it.
This will close a lot of discussions about what is the author's vision and what is the function of the engine.
For example, I have the option view.rotate.x.max = "90". From the point of view of the engine, this is the correct decision by default, from the point of view of game-design, it is wrong. So in the engine it will be possible to make 90, and in the mod "wildfiregames" - 60 (0ad is not a 2D game) -
>I have a patch for it D2936. But I need profiling data to show it's an improvement
But how to do it? On my low-spec system, fps is completely correlated with the number of units in the screen scope. An excellent patch may show worse results depending on the player's camera movements (Replay does not remember the position of the camera). -
On 27/01/2021 at 10:14 PM, hyperion said:
Some ideas:
- Option to disable rendering of corpses and projectiles on the ground. Not rendering possibly thousands of objects likely helps quite a lot.
I commented out in my local copy:
//this.CreateDeathSpawnedEntity () in binaries/data/mods/public/simulation/components/Health.js
and replaced <DeathType>corse</DeathType> with <DeathType>vanish</DeathType>
in binaries/data/mods/public/simulation/templates/template_unit.xml
It became faster and more convenient to play without a heap of corpses, blood and ruinsI think it would be a good idea to make it a config option.
On 27/01/2021 at 10:14 PM, hyperion said:- Use of vulkan instead of opengl.
IMHO Vulkan only benefits engine developers. Allowing to optimize autogenerated code. In 0 A.D. is hardcoded GL calls - nothing to optimize.
We'll just get compatibility problems without any performance gain -
On 14/02/2021 at 8:25 PM, Stan` said:
- Test replaying new games
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Test Saving and loading a game.
I haven't studied it deeply yet. Playing with the bot -> Save -> Exit -> Load -> Win -> Press Replay. It will turn out to be an invalid Replay (the bot is playing, but the player's units are just standing)
Localization of web page
in Applications and Contributions
Posted
Not. This is the correct in-game building data for an italian-speaking reader of your documentation